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在LibGdx的play Screen中创建暂停屏幕菜单?

在我的游戏界面中,我想创建一个暂停界面菜单,我可以选择重试按钮,或者单击暂停按钮返回主界面。我已经在课堂上画了暂停按钮。我的问题是如何绘制暂停菜单屏幕

这是我的密码

    //pause
    pause = new Texture("pause.png");
    myTextureRegion = new TextureRegion(pause);
    myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
    pause_btnDialog = new ImageButton(myTexRegionDrawable); //Set the button up
    pause_btnDialog.setPosition(580,1150);

    stage.addActor(pause_btnDialog); //Add the button to the stage to perform rendering and take input.
    Gdx.input.setInputProcessor(stage);
    pause_btnDialog.addListener(new ChangeListener() {
        public void changed (ChangeEvent event, Actor actor) {
            System.out.println("Pause Button Pressed");
            //Show Pause Screen menu
            //game.setScreen(new PauseGameday1(game));

        }
    });
    stage.addActor(pause_btnDialog);

游戏屏幕

public class IngamedayOne implements Screen ,InputProcessor {

final MyGdxGame game;
// Constant rows and columns of the sprite sheet
private static final int FRAME_COLS = 5, FRAME_ROWS = 1;
private boolean peripheralAvailable;
private static final float ACCELERATION     = 20f;

// Objects used
Animation<TextureRegion> walkAnimation; // Must declare frame type (TextureRegion)
Texture cat ,left_paw,right_paw,progressbar_background,progressbar_knob,pause,meter;
Texture carpet,desk,plants,square_carpet,shoes;
SpriteBatch spriteBatch;
Sprite sprite;
private  Texture Background;
ImageButton left_paw_btn,right_paw_btn,pause_btnDialog;
Viewport viewport;
private Stage stage;
// A variable for tracking elapsed time for the animation
float stateTime;
private TextureRegion myTextureRegion;
private TextureRegionDrawable myTexRegionDrawable;

private boolean isPause;
private Group pauseGroup;

//Screen Size
OrthographicCamera camera;
float catSpeed = 50.0f; // 10 pixels per second.
float catX;
float catY;
public boolean paused = false;

public IngamedayOne(final MyGdxGame game) {
    this.game = game;
    Gdx.input.setCatchBackKey(true);
    Gdx.graphics.setContinuousRendering(false);
    Gdx.graphics.requestRendering();
    stage = new Stage(new StretchViewport( 720, 1280));
    camera = new OrthographicCamera();
    camera.setToOrtho(false, 720, 1280);
    camera.translate( 1280/2, 720/2 );
    Gdx.input.setInputProcessor(stage);
    spriteBatch = new SpriteBatch();

    viewport = new StretchViewport(720, 1280);
    Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());

    // Load the sprite sheet as a texture
    cat = new Texture(Gdx.files.internal("cat.png"));
    sprite = new Sprite(cat);
    catX=300;
    catY=0;

    Gdx.input.setInputProcessor( this);
    peripheralAvailable = Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer);
    int orientation = Gdx.input.getRotation();
    Input.Orientation nativeOrientation = Gdx.input.getNativeOrientation();

    viewport = new StretchViewport(720, 1280);
    Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());

    // Progressbar
    progressbar_background = new Texture("progression_map.png");
    progressbar_knob = new Texture("cat_head.png");

    //pause
    pause = new Texture("pause.png");
    myTextureRegion = new TextureRegion(pause);
    myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
    pause_btnDialog = new ImageButton(myTexRegionDrawable); //Set the button up
    pause_btnDialog.setPosition(580,1150);

    stage.addActor(pause_btnDialog); //Add the button to the stage to perform rendering and take input.
    Gdx.input.setInputProcessor(stage);
    pause_btnDialog.addListener(new ChangeListener() {
        public void changed (ChangeEvent event, Actor actor) {
            System.out.println("Pause Button Pressed");
            //Show Pause Screen menu
            game.setScreen(new PauseGameday1(game));

            pause();
        }
    });
    stage.addActor(pause_btnDialog);

    meter = new Texture("meter.png");
    //background
    Background = new Texture(Gdx.files.internal("floor.png")); //File from assets folder
    // Use the split utility method to create a 2D array of TextureRegions. This is
    // possible because this sprite sheet contains frames of equal size and they are
    // all aligned.
    TextureRegion[][] tmp = TextureRegion.split(cat, cat.getWidth() / FRAME_COLS, cat.getHeight()/ FRAME_ROWS);
    // Place the regions into a 1D array in the correct order, starting from the top
    // left, going across first. The Animation constructor requires a 1D array.
    TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
    int index = 0;
    for (int i = 0; i < FRAME_ROWS; i++) {
        for (int j = 0; j < FRAME_COLS; j++) {
            walkFrames[index++] = tmp[i][j];
        }
    }
    // Initialize the Animation with the frame interval and array of frames
    walkAnimation = new Animation<TextureRegion>(0.200f, walkFrames);
    // Instantiate a SpriteBatch for drawing and reset the elapsed animation
    // time to 0
    spriteBatch = new SpriteBatch();
    stateTime = 0f;

    //left_control
    left_paw = new Texture(Gdx.files.internal("left_paw.png"));
    myTextureRegion = new TextureRegion(left_paw);
    myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
    left_paw_btn = new ImageButton(myTexRegionDrawable); //Set the button up
    left_paw_btn.setPosition(10,25);

    stage.addActor(left_paw_btn); //Add the button to the stage to perform rendering and take input.
    Gdx.input.setInputProcessor(stage);
    left_paw_btn.addListener(new InputListener(){
        @Override
        public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
            System.out.println("Left Button Pressed");
            //Start Animation


        }
        @Override
        public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
            return true;
        }
    });
    stage.addActor(left_paw_btn);

    //right_control
    right_paw = new Texture(Gdx.files.internal("right_paw.png"));
    myTextureRegion = new TextureRegion(right_paw);
    myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
    right_paw_btn = new ImageButton(myTexRegionDrawable); //Set the button up
    right_paw_btn.setPosition(517,25);

    stage.addActor(right_paw_btn); //Add the button to the stage to perform rendering and take input.
    Gdx.input.setInputProcessor(stage);
    right_paw_btn.addListener(new InputListener(){
        @Override
        public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
            System.out.println("Right Button Pressed");
            //Start Animation
            stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
            camera.update();
        }

        @Override
        public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
            return true;
        }
    });
    stage.addActor(right_paw_btn);

}

public enum State
{
    PAUSE,
    RUN,
    RESUME,
    STOPPED
}

private State state = State.RUN;

@Override
public void show() {

}

@Override
public void render(float delta) {
    // clear previous frame
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
    stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
    camera.update();
    spriteBatch.begin();
    TextureRegion currentFrame = walkAnimation.getKeyFrame(stateTime, true);
    spriteBatch.setProjectionMatrix(camera.combined);
    spriteBatch.draw(Background,0,0);

    spriteBatch.draw(currentFrame,catX,catY); // Draw current frame at (50, 50)

    spriteBatch.draw(meter,190,990);
    spriteBatch.draw(progressbar_background,20,1170);
    spriteBatch.draw(progressbar_knob,18,1170);

    //Moving player on desktop
    if(Gdx.input.isKeyPressed(Input.Keys.LEFT))
        catX -= Gdx.graphics.getDeltaTime() * catSpeed;
    if(Gdx.input.isKeyPressed(Input.Keys.RIGHT))
        catX += Gdx.graphics.getDeltaTime() * catSpeed;

    if(Gdx.input.isKeyPressed(Input.Keys.UP))
        catY += Gdx.graphics.getDeltaTime() * catSpeed;
    if(Gdx.input.isKeyPressed(Input.Keys.DOWN))
        catY -= Gdx.graphics.getDeltaTime() * catSpeed;

    //Mobile acceleration
    if (Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer))
    {
        catX -= Gdx.input.getAccelerometerX();
        catY += Gdx.input.getAccelerometerY();
    }
    if(catY<0) {
        catY =0;
    }
    if(catY>  Gdx.graphics.getWidth()-100) {
        catY =Gdx.graphics.getWidth()-100;
    }
    if(catX<0){
        catX =0;
    }
    if(catX> Gdx.graphics.getHeight()-250) {
        catX =Gdx.graphics.getHeight()-250;
    }

    switch (state)
    {
        case RUN:
            //do suff here
            break;
        case PAUSE:
            break;
        case RESUME:
            break;

        default:
            break;
    }

    spriteBatch.end();
    stage.act(); //acting a stage to calculate positions of actors etc
    stage.draw(); //drawing it to render all
}

@Override
public void resize(int width, int height) {
    viewport.update(width, height);
    camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);

}
@Override
public void pause() {
    this.state = State.PAUSE;
}

@Override
public void resume() {
    this.state = State.RESUME;
}
@Override
public boolean keyDown(int keycode) {

    return true;
}
@Override
public boolean keyUp(int keycode) {
    return false;
}
@Override
public boolean keyTyped(char character) {
    return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {

    return false;
}

@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
    return false;
}

@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
    return false;
}

@Override
public boolean mouseMoved(int screenX, int screenY) {
    return false;
}

@Override
public boolean scrolled(int amount) {
    return false;
}
@Override
public void hide() {

}

@Override
public void dispose() { // SpriteBatches and Textures must always be disposed
    spriteBatch.dispose();
    cat.dispose();
    left_paw.dispose();
    right_paw.dispose();
    stage.dispose();
    Background.dispose();
    progressbar_background.dispose();
    progressbar_knob.dispose();
}
}

暂停菜单

public class PauseGameday1 implements Screen {
final MyGdxGame game;
private Texture Background,pauseImg;
private Stage stage;
SpriteBatch spriteBatch;
OrthographicCamera camera;
private static final int WIDTH= 720;
private static final int HEIGHT= 1280;
private TextureRegion myTextureRegion;
private TextureRegionDrawable myTexRegionDrawable;
Viewport viewport;

public PauseGameday1( MyGdxGame game) {
    this.game = game;
    stage = new Stage(new StretchViewport( 720, 1280));
    camera = new OrthographicCamera();
    camera.setToOrtho(false, 720, 1280);
    camera.translate( 1280/2, 720/2 );
    Gdx.input.setInputProcessor(stage);
    spriteBatch = new SpriteBatch();

    viewport = new StretchViewport(720, 1280);
    Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    Background = new Texture(Gdx.files.internal("backgroundimage.png")); //background image
    pauseImg = new Texture(Gdx.files.internal("pausemenu/pause_text.png"));

}

@Override
public void show() {

}

@Override
public void render(float delta) {
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
    camera.update();
    spriteBatch.begin();
    spriteBatch.setProjectionMatrix(camera.combined);
    spriteBatch.draw(Background,0,0);
    spriteBatch.draw(pauseImg,230,900);

    stage.act(Gdx.graphics.getDeltaTime()); //Perform ui logic
    spriteBatch.end();
    stage.getViewport().apply();
    stage.draw(); //Draw the ui
}

@Override
public void resize(int width, int height) {
    viewport.update(width, height);
    camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
}

@Override
public void pause() {

}

@Override
public void resume() {

}

@Override
public void hide() {

}

@Override
public void dispose() {
}
}

有人能纠正我的密码吗


共 (1) 个答案

  1. # 1 楼答案

    您只声明了pauseGroup,但从未在游戏中使用,请从pause_按钮调用pause()方法。它将为您创建pauseGroup,并添加到您的舞台。在pause()方法中,创建Actor(UI)并添加到pauseGroup。在Game类中不能同时使用多个屏幕,因为Game引用了单屏幕

    pause_btnDialog.addListener(new ChangeListener() {
            public void changed (ChangeEvent event, Actor actor) { 
                pause();
            }
    });
    
    
    @Override
    public void render(float delta) {
        // clear previous frame
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
    
        camera.update();
        spriteBatch.begin();
        spriteBatch.setProjectionMatrix(camera.combined);
        if(this.state==State.RESUME)
        stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
        TextureRegion currentFrame = walkAnimation.getKeyFrame(stateTime, true);
    
        spriteBatch.draw(Background,0,0);
        spriteBatch.draw(currentFrame,catX,catY); // Draw current frame at (50, 50)
    
        spriteBatch.draw(meter,190,990);
        spriteBatch.draw(progressbar_background,20,1170);
        spriteBatch.draw(progressbar_knob,18,1170);
         if(this.state==State.RESUME){
        //Moving player on desktop
        if(Gdx.input.isKeyPressed(Input.Keys.LEFT))
            catX -= Gdx.graphics.getDeltaTime() * catSpeed;
        if(Gdx.input.isKeyPressed(Input.Keys.RIGHT))
            catX += Gdx.graphics.getDeltaTime() * catSpeed;
    
        if(Gdx.input.isKeyPressed(Input.Keys.UP))
            catY += Gdx.graphics.getDeltaTime() * catSpeed;
        if(Gdx.input.isKeyPressed(Input.Keys.DOWN))
            catY -= Gdx.graphics.getDeltaTime() * catSpeed;
    
        //Mobile acceleration
        if (Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer))
        {
            catX -= Gdx.input.getAccelerometerX();
            catY += Gdx.input.getAccelerometerY();
        }
        if(catY<0) {
            catY =0;
        }
        if(catY>  Gdx.graphics.getWidth()-100) {
            catY =Gdx.graphics.getWidth()-100;
        }
        if(catX<0){
            catX =0;
        }
        if(catX> Gdx.graphics.getHeight()-250) {
            catX =Gdx.graphics.getHeight()-250;
        }
        }
        switch (state)
        {
            case RUN:
                //do suff here
                break;
            case PAUSE:
                break;
            case RESUME:
                break;
    
            default:
                break;
        }
    
        spriteBatch.end();
        stage.act(); //acting a stage to calculate positions of actors etc
        stage.draw(); //drawing it to render all
    }
    
    public void pause(){
    
       this.state = State.PAUSE;
       pauseGroup = new Group;
       Image semiTransparentBG= ......
       // setSize(Size of screen) and make it semi transparent.
       pauseGroup.addActor(semiTransparentBG);
    
      //crate all other pause UI buttons with listener and add to pauseGroup
    
      stage.addActor(pauseGroup);
    
     }
    
     public void resume() {
    
       if(this.state = State.PAUSE){
          this.state = State.RESUME;
          pauseGroup.remove();
       }  
     }